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		<title>three.js webgpu - GLTFloader</title>
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		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - GLTFLoader<br />
			Battle Damaged Sci-fi Helmet by
			<a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br />
			<a href="https://hdrihaven.com/hdri/?h=royal_esplanade" target="_blank" rel="noopener">Royal Esplanade</a> by <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a>
		</div>

		<!-- Import maps polyfill -->
		<!-- Remove this when import maps will be widely supported -->
		<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/",
					"three/nodes": "./jsm/nodes/Nodes.js"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';
			import * as Nodes from 'three/nodes';

			import WebGPU from 'three/addons/capabilities/WebGPU.js';
			import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';

			import { RGBMLoader } from 'three/addons/loaders/RGBMLoader.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

			let camera, scene, renderer;

			init();
			render();

			function init() {

				if ( WebGPU.isAvailable() === false ) {

					document.body.appendChild( WebGPU.getErrorMessage() );

					throw new Error( 'No WebGPU support' );

				}

				const container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
				camera.position.set( - 1.8, 0.6, 2.7 );

				scene = new THREE.Scene();

				const rgbmUrls = [ 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png' ];

				const cubeTexture = new RGBMLoader()
					.setMaxRange( 16 )
					.setPath( './textures/cube/pisaRGBM16/' )
					.loadCubemap( rgbmUrls );

				cubeTexture.generateMipmaps = true;
				cubeTexture.minFilter = THREE.LinearMipmapLinearFilter;

				scene.environmentNode = new Nodes.CubeTextureNode( cubeTexture );
				scene.backgroundNode = scene.environmentNode;

				const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
				loader.load( 'DamagedHelmet.gltf', function ( gltf ) {

					//const light = new THREE.PointLight( 0xffffff );
					//camera.add( light );

					const mesh = gltf.scene.children[ 0 ];
					const nodeMaterial = Nodes.NodeMaterial.fromMaterial( mesh.material );

					nodeMaterial.normalNode = Nodes.normalMap( Nodes.texture( nodeMaterial.normalMap ) );
					nodeMaterial.normalMap = null; // ignore non-node normalMap material

					// optional: use tangent to compute normalMap
					mesh.geometry.computeTangents();

					mesh.material = nodeMaterial;

					scene.add( gltf.scene );

					render();

				} );

				renderer = new WebGPURenderer();

				/*// WebGLRenderer comparation test
				renderer = new THREE.WebGLRenderer( { antialias: false } );
				renderer.toneMapping = THREE.LinearToneMapping;
				renderer.toneMappingExposure = 1;
				scene.environment = cubeTexture;
				document.getElementById( 'info' ).innerText = 'WebGL';
				/**/

				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( render );
				renderer.toneMappingNode = new Nodes.ToneMappingNode( THREE.LinearToneMapping, 1 );
				renderer.outputEncoding = THREE.sRGBEncoding;
				container.appendChild( renderer.domElement );

				const controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 2;
				controls.maxDistance = 10;

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function render() {

				renderer.render( scene, camera );

			}

		</script>

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